[MOD 0.13.x] Tree House (0.2.1)

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ElderAcorn
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Re: [MOD 0.12.x] Tree House (0.1.1)

Post by ElderAcorn »

Can anyone explain how to use the ranger house?

chipotng
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Re: [MOD 0.12.x] Tree House (0.1.1)

Post by chipotng »

Hey there,

your Energyconversion is not good :(

10 Wood (40 MJ) make 9 Charcoal (54 MJ) so this Process creates 14 MJ.
Last edited by chipotng on Wed Jun 15, 2016 10:56 am, edited 2 times in total.

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Re: [MOD 0.12.x] Tree House (0.1.1)

Post by chipotng »

Hi there,

I tested how much Energy the Treehouses grow.
8x8 Treehouse grows 0.6 wood/s -> thats 1.2 MW @ Steamengines

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Re: [MOD 0.12.x] Tree House (0.1.1)

Post by Eisenwulf_0861 »

Has the cutting speed for treehouse unit been altered?

I've noticed with the new version of the mod (0.1.1), it doesn't seem to cut trees at all, compared to the speed of 0.0.2.

Or, does the treehouse require charcoal to operate in any of the modes? (plant / cut & plant / cut)

chipotng
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Re: [MOD 0.12.x] Tree House (0.1.1)

Post by chipotng »

Eisenwulf_0861 wrote:Has the cutting speed for treehouse unit been altered?

I've noticed with the new version of the mod (0.1.1), it doesn't seem to cut trees at all, compared to the speed of 0.0.2.

Or, does the treehouse require charcoal to operate in any of the modes? (plant / cut & plant / cut)
Have you build worker (look like construction bots) and put them nearby to the Treehouse ?

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Re: [MOD 0.12.x] Tree House (0.1.1)

Post by Eisenwulf_0861 »

Have you build worker (look like construction bots) and put them nearby to the Treehouse ?
You need bots to make a treehouse work? :roll:

Sod that... I'm going back to Vers. 0.0.2

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Re: [MOD 0.12.x] Tree House (0.1.1)

Post by Instructor »

It is nice but produces wood way way too fast. Trees don't grow this fast. What can I edit in control.lua to modify the rate of which trees grow? I want to make it something like 200 times slower so it would look like trees grow.

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Re: [MOD 0.12.x] Tree House (0.1.1)

Post by DarkHelmet »

noliVe wrote:its a multiplayer game.

1 player

the error occures when releasing the bot on the field.

server 12.33
sleaf 0.1.1
I've been tinkering with is to try and get it working on 0.13 - however I've got stuck on something very similar to this problem. I got as far as getting a #-1 / nil index when trying to launch bots. I think there's something fishy going on with the global.th.player_index handling but I don't know enough to see what it is. Would it be worth posting my changes to get it this far? Or are there plans to do it officially?

The rest of the 0.13 fixes were mostly mechanical - renames (get_surface() -> surfaces[], compoundcommandtype -> compound_command, updating the chemical furnace animations, the usual stuff) but I don't really understand what's going on with the event mechanisms.

Update: I've got it working. There's something odd about how global.th.player_index is interacting with events. Adding more traps for it being nil, or using event.player_index strategically seems to be enough to get it to work for me in 0.13.

Update2: I lost the ability to build steel chemical furnaces or electric chemical furnaces. It looks like these are reset when migration scripts run and the unlock wasn't being triggered as I'd already done the unlock research. I fixed it with:

Code: Select all

/c game.player.force.recipies['steel-chemical-furnace'].enabled=true
/c game.player.force.recipies['electric-chemical-furnace'].enabled=true
A guide to planning your factory's space requirements:
1) Figure out how much space you need, double it to be safe.
2) Wrong! There's never enough space.

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Re: [MOD 0.13.x] Tree House (0.2.1)

Post by s-leaf »

hi guys, updated for 0.2.1. It works with 0.13.13 now.

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Re: [MOD 0.13.x] Tree House (0.2.1)

Post by Griggers »

Any chance this mod is still supported? Factorio is really lacking in decent tree placement mods.

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